Surviving Mars

Surviving Mars

Oval/Diamond Dome Research
32 Comments
Doktor Nik 8 May, 2022 @ 2:21am 
As requested due to lack of updates, I've created a similar mod which allows research of large domes in every playthrough: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2805379722

Enjoy :)
jhhillman 4 Nov, 2021 @ 10:34pm 
Is there an updated version available?
sigrid.rothschild 21 Oct, 2021 @ 6:02pm 
I also hope you will update this mod
father_mike 13 Oct, 2021 @ 11:15pm 
Any chance this will be updated?
Rastro 30 Nov, 2020 @ 9:28am 
the badges dont appear colored but they are still researchable. Love this mod sm
perpetualprose 15 Jan, 2020 @ 12:19am 
Not showing up on my research screen.
sigrid.rothschild 26 Dec, 2019 @ 6:04pm 
i have the info in the tech area but the domes do not show up to build. Any ideas?
西北菌 14 Jul, 2019 @ 12:08am 
我愚昧,我看不懂,我只会翻译
应该就是可以直接研究钻石穹顶和椭圆穹顶,能装两个高塔那种
ChoGGi 21 May, 2019 @ 2:59am 
It's why I made the fix mod icons mod
Araxiel 21 May, 2019 @ 2:47am 
Well, the icons are still missing so I guess he didn't add your suggestion.
ChoGGi 14 Feb, 2019 @ 5:06pm 
Easy enough to tell, just check if the icons are missing (it won't interfere with how the mod works).
Hitchclif 14 Feb, 2019 @ 4:59pm 
Hi, just here to know if ChoGGi's recommendations were inserted into the mod. Great job with this mod!!
ChoGGi 30 Dec, 2018 @ 11:59am 
You have icons because I assume you're testing with the unpacked mod, mods uploaded to the workshop are packed by SM into hpk archives, and change the icon paths.


To fix the missing icons in the research tree; instead of replacing the existing tech with your own, you can just edit the existing tech:

TechDef.MultispiralArchitecture.group = "Engineering"
TechDef.MultispiralArchitecture.position = range(9, 9)
TechDef.LowGEngineering.group = "Engineering"
TechDef.LowGEngineering.position = range(6, 6)
TechDef.GemArchitectureResearch.group = "Engineering"
TechDef.GemArchitectureResearch.position = range(10, 10)

^ place that in your Script.lua and remove the entries from items.lua


Which also means you don't need to have removeTechsInit or replace InitBreakThroughAnomalies.
Kyun  [author] 30 Nov, 2018 @ 7:04am 
Let me know if the icons are still missing after the update. I have the icons on my side.
BarbieGirl 21 Nov, 2018 @ 4:35pm 
It works for me except I don't have an icon for it.
Kyun  [author] 21 Nov, 2018 @ 3:44pm 
It should add the techs so there should be more of them in the tree. I'll check / update my mods this week and get back to you.
Vinik 21 Nov, 2018 @ 1:58pm 
it work with gagarin update ?
LucasUP 19 Sep, 2018 @ 1:13am 
This mod works, but the research tree is missing icons for the techs.
Kyun  [author] 27 Aug, 2018 @ 11:12am 
@spassuser Update is out :)
Xnake-Eye 6 Aug, 2018 @ 9:20am 
pls, update
Gunboat Diplomat 13 Jun, 2018 @ 9:58pm 
Aside from all that, thanks so much for this. This feels, to me, more sane. All the domes have their places (granted the diamond edges-out everything else whenever there is space). My first game I got Gem Architechture as my first breakthrough and didn't realize just how easy that can make the rest of the game, if you're a patient player like me.
Gunboat Diplomat 13 Jun, 2018 @ 9:58pm 
Clearer. :)

And fair enough; I sympathise. English is so full of context-sensitivity and other minutiae (little things) that it's actually a bit of a mess (example, I just said "a bit of" because in modern english we are constantly qualifying *everything*...don't ask me why, I don't know, it's dumb and definitely not a rule but just how people talk).

One, it's "nuance" not innuendo...unless you want to think we're talking about sex (innuendos are usually about sex XD ).

Two, I'd say "Gem Architecture and Multispiral Engineering are now engineering techs, not breakthroughs, in slots 10-12; they do not replace any vanilla techs."


...Sorry I got off on a tangent there. Hope that helped a little though. >.>
Kyun  [author] 11 Jun, 2018 @ 5:04am 
@Tvol Is it better ? English is not my native language so I may miss innuendos like that.
Gunboat Diplomat 11 Jun, 2018 @ 12:37am 
Right, now that I'm playing with it, I see how it works. I suggest changing the description so that it's clear it just moves the breakthrough techs to the engineering section, and won't remove any of the vanilla techs.
Gunboat Diplomat 10 Jun, 2018 @ 5:21pm 
"It doesn't take slots."

As in it doesn't take slots in the breakthroughs (you've removed them and put them in the normal tree), it doesn't override any ofthe normal techs that already exist in the tech tree, or both?
Kyun  [author] 24 May, 2018 @ 11:48am 
@BarbieGirl It should, it's a tech like any other (the slot range has the same min/max value, like some other vanilla techs).
BarbieGirl 15 May, 2018 @ 2:48pm 
What happens if you use Chaos rule? Will it shift its position?
Avder 11 May, 2018 @ 7:40am 
My suggestion would be the physics tree in a completely random slot, Could be the first thing you get for 1k research, could be the last thing you get for over 20 grand.
Kyun  [author] 11 May, 2018 @ 7:18am 
@Avder That's a good idea, I'll probably look into it this week-end since I need to make both mods compatible (they change the anomaly generation so you don't end up with the breakthrough).
Avder 9 May, 2018 @ 4:47pm 
Would you be willing to make another one like this, but for nano-refinement? It's the only way to have a large colony at end game, otherwise you have to balance your colony around the capabilities of the mohole mine and excavator.
Kyun  [author] 5 May, 2018 @ 11:26am 
Yes, it also removes the spawning of the breakthrough through anomalies and from the breakthroughs you get from wonders. It's now a tech, you always get it in slot 10. The mod also puts medium dome in slot 6.
XxUnkn0wnxX 5 May, 2018 @ 9:32am 
whats the difference between FGRaptor's oval dome unlocked?
is it where yours shows up in the normal research tree and does not take a potential breakthrough slot out of the max 22 you can have a game?